..unless/until that is solved without repeated play through's to generate shaders, I won't be investing too much time on it.

The upcoming release (today for donators/next week for public) fixes this. Shader caches will become forward compatible so either you only need to generate them once more, or you can now download other people's 'premade' caches to stop stutter.

I just got into this last night. Ripped a few games and they all seem to perform well on my meager system. (i5 3570k and a 670) I don't have the new build that allows for resolution switching but I was holding a decent framerate once I built the shader cache a bit. If the reports that you can bump up the resolution without much of a performance hit are true this is a pretty playable emulator atm outside of the shader cache issue which from all accounts might be mitigated with future releases. I was also amazed at how easy it was to get my digital games from my Wii U playable on my PC. All that blustering about all digital futures being some dystopian nightmare for emulation and game backups was for nothing. This was one of the least painful processes in terms of setup I have ever experienced. It only took a long time but the process to do it was painless.

Use it on my rig and it'll work fine at first. Iffy, but playable for 3 player mario kart though. Will try it later and the damn thing will barely run MARIO kart at 20fps for single-player. If I delete and unpack it again, it'll work normally for a bit until it eventually messes up again. No idea what's going on.

You have been able to switch between Gamepad view and normal view since 1.5.5. or so

To expand on this, it's the tab key to view the gamepad, ctrl+tab to toggle it on, and mouse click to touch. You're always able to touch the screen, so for games like Mario Maker you can just click as you see it since they mirror both displays.

Holy hell, this emulator is impressive. I've just witnessed Super Mario 3D World running at nearly perfect framerate on a new MacBook Pro with 460 GPU (a PS4-level spec GPU). Some odd hickups here and there when you collect bigger objects and stuff like that, but the game is perfectly playable (in 720p at least, no idea what it would be like with 1080p render mode).

And yeah, as someone mentioned above, the hickups even seem to disappear when you play through the same section again. Everything about this reeks of cleverness.

IIRC at release the paint shader for the background wasn't correctly emulated, but besides that it looked really nice.

Originally Posted by KojiKnight

There were glorious 1080p screens being released from the leaked store demo a month before the games release.

Both of these posts are correct. At the time, it was possible to emulate Skyward Sword and have it look 100% correct—but to do so, you had to enable settings that made the game extremely slow even on the fastest PC's.

Alternately, you could use different settings to run the game at full speed (on a fast system), but it looked wrong.

Worth remembering that the Wii was basically just an overclocked Gamecube (hence how Dolphin supports both systems), and the Gamecube had already been out for 11 years by the time Skyward Sword was released.

GX2: Added support for customizable graphics via 'Graphic packs' (alias graphic modding support built into the emulator)
GX2: Overhauled shader cache. Shader cache files can now be transferred between different PCs and remain compatible across future Cemu versions.
GX2: Fixed a bug where alpha-test related registers where incorrectly handled for shaders read from the shader cache

GX2: Added support for customizable graphics via 'Graphic packs' (alias graphic modding support built into the emulator)
GX2: Overhauled shader cache. Shader cache files can now be transferred between different PCs and remain compatible across future Cemu versions.
GX2: Fixed a bug where alpha-test related registers where incorrectly handled for shaders read from the shader cache

Okay I may be missing something super-obvious here but I just used WUDumper for the first time instead of Titledumper and how do I get the key for the game to paste into keys.txt? o.o WUDumper dumped a game.key but when I open this file with Notepad it seems encrypted.

This just makes me excited by the fact that we will at least get to play some of these games at 1080p on Switch. 720 was just not cutting it and these 4k shots are beautiful. Hoping XCX gets ported to Switch.

This just makes me excited by the fact that we will at least get to play some of these games at 1080p on Switch. 720 was just not cutting it and these 4k shots are beautiful. Hoping XCX gets ported to Switch.

Tried 1.6.4 version yesterday. Though it looked amazing I noticed some severe slowdowns (going from 30 or 60 fps to 5 fps), specially in Yoshi's WoollyWorld and Xenoblade Chornicles X. Do I have to configure anything in special to make it run smoother?

I don't know if this is known already, but activating the DLC/missions (if you bought it already) in Pikmin 3 seems to work by copying the content of a folder named Vol\AOCxxxxxx to Vol\Content\AOC\.

Is this possible for Mario Kart DLCs too?

Originally Posted by intheinbetween

Tried 1.6.4 version yesterday. Though it looked amazing I noticed some severe slowdowns (going from 30 or 60 fps to 5 fps), specially in Yoshi's WoollyWorld and Xenoblade Chornicles X. Do I have to configure anything in special to make it run smoother?